Koukouvagia Militis

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Militis Weapons
Koukouvagia Militis
Can be uncapped to 4★
HP ATK C.A.×
Level 1 25 370 350%
Level 100 153 2296 400%
Level 150 185 2778 450%
Additional SlotIn Party Set Extra, there are three additional weapon slots where a limited selection of weapons can be equipped. Yes
Obtain


ID 1040515100
JP Name クークヴァーギア・ミーレス
Release Date 2022-02-21
4★ Date 2025-12-07
Other Sites gbf-wiki
(Japanese wiki)
GameWithKamigameHuiji Wiki
(Chinese wiki)
GBF Asset LookupGBF Animation Player
Shrouded in shielding wings of bravery, this gun executes demons lurking in a transient world. Peace is to be cherished; peace is to be protected. It spares no mercy for the wicked.
Charge Attack
Minas Repetere Massive Light damage to a foe.
Restore 10% of all allies' HP (Healing cap: 1500).
Additional effect at 4★:
All allies also gain DEF UpDEF is boosted
Duration: 2.5 turnsApplied during the attack phase.
On the next turn, it'll have 2 turns remaining.
.
Weapon Skills
Gun Voltage II Boost to ATK based on how many guns are equipped.
Glimmer's Fortitude Supplement light allies' DMG based on how low HP is
▶ 120 Unlocks at level 120: Unlocks at level 120:
Sephira Salire Lux 3% boost to Light allies' normal attack damage cap.
Boost to ATK based on how low HP is.
(In Arcarum: 10% boost to Light allies' normal attack damage cap.
Boost to ATK specs based on how low HP is.
Light allies take DMG worth 40% of max HP at battle start.)
4★ Uncap
Rupies ×10,000
Base Reduction Materials
Keep enough fully-uncapped copies for usage in a grid. Extras are safe to reduce or use as fodder.
Militis Weapons


















Grid Suggestions

Gameplay Notes

Gun Voltage II

  • 8% boost to ATK (Max: 80%)Multiplier: EX for all allies per Gun weapon in the grid.[1]
    • Multiple copies of this skill stack additively up to a maximum of 80%.
      • Voltage, Wrath, and Grand Epic weapon skills all share the same cap.
    • Gun weapons of any element contribute to the boost.
    • Affects allies of any element.

Glimmer's Fortitude

  • Supplemental damage for Light allies.[2]
    • Strength is 1% of a foe's max HP.
    • Damage cap varies from 10,000 - 60,000 based on ally's current HP percentage.
    • Damage cap stacks up to 100,000 when equipping multiple copies.
    • Supplemental Damage Cap Formula: 50,000 × ((Maximum HP - Current HP) / Maximum HP) + 10,000

Sephira Salire Lux

  • In Arcarum, all Light allies take damage at the start of battle, including sub allies.
    • This damage can't be prevented or reduced.
  • The HP DMG caps at 40% and doesn't stack with the similar weapon skill Bloodshed.
  • Boost to Light allies' ATK based on how low HP is.
    • Formula for calculating Enmity: 15% * ((1 + 2 * Missing HP Ratio) * Missing HP Ratio).
    • This is upgraded in Arcarum to: 40% * ((1 + 2 * Missing HP Ratio) * Missing HP Ratio).
HP
Non-Arcarum Arcarum
100% 0 0
75% 5.63% 15%
50% 15% 40%
25% 28.13% 75%
1 45% 120%

References